View Single Post
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-03-2010, 06:52 AM
Weapon Energy Drain Mechanic Changes

The weapon energy drain mechanic will be changing once this build goes to Holodeck. Weapon Power drain is now instantly refunded at the end of a weapon’s firing cycle, instead of a slow return as was previously implemented. Multiple weapons being fired at the same time will still produce a significant drain and will affect their damage proportionately, but once the weapons stop firing, the weapon power level will immediately return to normal.

This change was primarily inspired by player feedback - specifically on the topic of the energy drain caused by firing multiple bursts of energy weapons. Players may now fire all of their energy weapons repeatedly burst after burst, but the damage for each weapon is still diminished during the firing cycle.

As a result of this change to the energy drain mechanic, the EPS Flow Regulator Station Mods, will no longer have an effect on DPS. They will continue to function to improve power transfer rates between different systems.
Narrow Arc Multiplier

All energy weapons receive a firing arc multiplier to their damage. The narrower the firing arc, the higher the bonus. This bonus is used to offset the extra difficulty of keeping a target in arc.

Before the season 1.2 patch the bonus granted vs. the difficulty of keeping targets in arc for ships that mainly use cannons was excessive. This bonus has now been reduced such that cannons still deliver more damage than beams, but the difference is more in line with the challenge of keeping the target in arc. Weapons with 180 and 90 degree firing arcs have also had their multiplier slightly reduced as well.
Damage Type Tactical Consoles

The damage type tactical consoles (such as bonus phaser damage) have been reduced in magnitude to match consoles that grant a bonus to a weapon type (such as bonus beam damage). This change was made to reduce end game damage slightly, as well as provide more choice for the player to either augment a damage type or a weapon type equally, without feeling like the choice would be diminishing their maximum potential.
Excessive Critical Hits

It was determined that Attack Pattern Alpha was out of line in the amount of critical hit chance and severity that it was granting. These values were reduced.
Ability Stacking and Duration vs. Recharge

Significant changes have been made to ability stacking and the recharge duration ratios of abilities. Abilities now have smaller system shared cooldowns (15 seconds for most) but a larger global ability cooldown that affects all versions of that ability across all officers (using Engineering Team I puts all Engineering Team abilities into a global ability cooldown). This global ability cooldown is 2:3 of the ability’s recharge time, which means that slotting two copies of the same ability is helpful in that it can be used more frequently, but the same ability will no longer be able to be stacked by a single player.

Duration vs. Recharge is related to the ability stacking issue. Each ability now conforms to a Duration/Recharge category (1-5), which indicates the ratio between its duration and recharge values.
  • Category 1 has a 2:3 ratio (duration to recharge)
  • Category 2 has a 1:3 ratio
  • Category 3 has a 1:6 ratio
  • Category 4 has a 1:9 ratio
  • Category 5 has a 1:12 ratio

Note that Category 1 abilities have a ratio that matches the global ability cooldown, which means that these abilities can have a 100% uptime if two copies of the same ability are slotted.

Complete Category List: http://forums.startrekonline.com/sho...d.php?t=157669
Subsystem Debuff Stacking

The debuff power level drain caused by subsystem targeting attacks on the same system will no longer stack. Only the most powerful drain debuff will apply at any one time, but the other debuffs are still active should the most powerful drain’s duration expire.

For example: If three subsystem target shield debuffs (-30, -40, -50) were applied to a single ship, only the -50 debuff would apply while the other two debuffs would remain on the starship for their durations. Should the -50 expire before the other two, the -40 would then apply and so on.
Auxiliary Scale

Now Auxiliary affects abilities is on a linear scale so that 100 energy grants 100% effectiveness, while 25 energy still grants 50% effectiveness. This allows the use of auxiliary powers to still be beneficial at minimum Aux, but can be improved by putting more power into auxiliary.
Officer Abilities
  • ensor Scan now uses Aux. The magnitude has been buffed so that it provides the original value at 75 power.
  • Dampening Field now uses Aux. The magnitude has been buffed so that it provides the original value at 75 power.
  • Energy Siphon now uses Aux. The magnitude has been buffed so that it provides the original value at 75 power.
  • Tractor Beam now uses Aux. The kinetic damage has been buffed so that it provides the original value at 75 power.
  • Jam Sensors now uses Aux - Aux strengthens the jam, which is fragile to damage delivered from the source. Attacking a target that you've jammed will break the jam once you have delivered damage that exceeds the strength of the jam (which is affected by the Aux level when the jam was applied)
  • Nadion Inversion has been improved so that the skill and console modifier to its magnitude has been doubled.
  • Added a proper shield power multiplier for Extend Shields III
  • Added a proper Aux power multiplier for Versions II/III of Sensor Scan

Ship Starting Power Levels
  • Cruiser +5 to all powerl levels
  • Raider, Raptor, Escort +15 to Weapons
  • Battlecruiser +10 to Weapons and Engines
  • Carrier +5 to Weapons and Aux
  • Science +10 to Aux

Tier 5 Klingon Stations
  • Raider - 3 Tactical, 3 Science, 3 Engineering
  • Raptor - 4 Tactical, 3 Engineering, 2 Science
  • Battlecruiser - 3 Tactical, 4 Engineering, 2 Science
  • Carrier - 2 Tactical, 3 Engineering, 4 Science

Other Powers Changes
  • Cannon: Scatter Volley now is a duration based ability, allowing all of a ships cannons and turrets to fire in scatter volley mode for the duration. Cannon: Rapid Fire is still superior in damage against a single target, but scatter volley now has more punch as an alternate and is superior against multiple targets in a cluster.
  • There has been a general increase to Escort Shields
  • There has been a general increase to the Raptor Hull
  • Increased the recharge time of Ramming Speed from 120 to 180.
  • Tripled the transfer rate of EPS consoles
  • Full Impulse: Reduced power recovery delay from 5 seconds to 2.
  • Destructible objects were modified so they don't get HP and Shield bonuses from the difficulty slider.
  • Fixed Tier 5 Klingon ship mod slots. They were each missing 1.
  • Fixed a bug with the Tier-based scaling of Gravity Well, Tractor Beam, Tractor Beam Repulsors, Charged Particle Burst, Eject Warp Plasma Bridge
  • Removed system cooldown from captain space abilities

Missions
Undine STF
  • Engineers attempting to hack the consoles now reset properly,
  • Reduced the numbers of Undine inside Quark's Bar
  • Reduced the number of static Undine spawns inside of the Terradome,
  • Players can no longer farm the boss in the phase “Trial of Janus”. This also contains an additional message directing players towards the hatch in Quark's once they've completed Déjà Vu.
  • Sulu and J'Vek will now attempt to avoid the dangerous gas in the pits of the boss room.
  • Fixed an issue causing Breaking the Planet to sometimes get stuck at 4 of 5 bombs planted.
  • Updated return text of fed PvP engame daily missions to point to correct contact
  • Fixed Metreon gas so it has only 1 HP and plays its on-death fx.